libGDX is really good, really fast, ports to many platforms with incredible ease and is also easy to use.many many many tutorials are in fact deprecated - but overall the techniques are the same and its just easy.

I mean I dont use aaall features, you can still do thinks on your own even when using libgdx...

I did a pure Java2D/Swing custom engine from scratch for Island Forge. I don't recommend this route. It's hard to make Swing behave and perform well in this regard. I haven't had time to get into the other graphic libraries, but from what I've seen here in the JGO Showcase, it would be well worth the time to learn libGDX/LWJGL.

On the other hand, if you want to increase your Swing-savvy for non-game projects, consider trying that first. If you learn to properly drive/render a game in Swing, you'll become well-versed in the intricacies of the Swing architecture. Best wishes!

Documentation of LibGdx is limited and I don't like everything I came across so far.But with hardly any knowledge about OpenGL and minimal docs I was able to switch my game client from Java2D to LibGdx. Just yesterday I tinkered with the included particle editor and got a good result with ease. Very nice.To be recommended.

Writing game engine or frameworks are the hardest tasks generally which I wouldn't recommend to try without several years of practice working full time as software developer.

My choice is either LWJGL or libGDX...I only want to make a Game Engine for my use....Also, i am quite good at Swing, eventhandlers, etc, but I preffer using lwjgl over java2d, because I want to do 3d afterwards...

Usually you should just use LibGDX -- in fact I would suggest using "low-level LibGDX" over LWJGL even if you want to build your engine from the ground up. Ultimately LibGDX is just a thin OpenGL ES wrapper with some added functionality.

I can only think of a few reasons for using LWJGL over LibGDX:

- If you want to build an engine around a JVM language like Scala, Kotlin or Fantom- If you want to build an engine targeting specific features (e.g. geometry shaders, tessellation, instancing, etc)- If you want to build a utility library without the dependency of an entire platform (e.g. SlickUtil, YUNPM, etc)- If you want to learn by reinventing the wheel

LibGDX/JOGL is a good option. I spent several years in writing my own 3D engine, I learned a lot of things but I don't recommend this route. It is a pure waste of time if you're not patient, it is only interesting for pedagogical purposes, there are a few chances that you will write the next "big thing" alone.

IHMO: You're better off learning how to roll a wheel and the properties of various kinds of existing wheels before running off and attempting to create a better one...otherwise you're likely to end up with a 1/3 completed, 20 ton wheel that's square.

I really agree that libgdx isn't well documented. It's changing rapidly. Even until now I can't deploy the applet on version 0.9.6 with same code that I use on previous version of the lib. Mostly because all tutorials are for older version and the writter didn't update it. However among that olds, I recommence this.

So, please, stop the insanity! You still have to put in some effort to learn the library, but there is a wide range of ways for you to learn and get help.

It is true there are some third party tutorials that are out of date. Likely they can still be useful, otherwise there should be plenty of material on the official site that is not out of date to keep you busy.

Sure, not every single thing is documented, but a large amount is and for that which isn't, you have the forums, IRC, example code, and the library source at your disposal. We opened up documentation to the world and saw an unsurprising influx of almost no one who wanted to write anything. So, before you complain, consider writing some documentation yourself.

I think that link to the video tutorials is outdated(just started learning libGDX.)'Cuz it uses JOGLApplication, but the nightlies ship with LWJGL stuff. Maybe you can download it separately, I don't knowDon't yell at me, I'm a noob

So, please, stop the insanity! You still have to put in some effort to learn the library, but there is a wide range of ways for you to learn and get help.

Why not just take the comments about documentation as what they are ? Invaluable feedback about your work.

Please don't fall into the trap of pure knee kerk justification. Listing another 10 points of existing doc wouldn't help if users are telling something different.I am not a noob either, know what I have to invest and am able to judge things pretty objective. That's why I do recommend using LibGdx.There are problems in the implementation, things to improve, but calling given feedback as insane lowers the motivation of giving anymore tremendously...And yes, the UI stuff isn't the clearest.

I agree that the docs can always be improved. I think we are doing ok compared to other offerings, and once i have more time i'll fill in the missing articles on the wiki. We sadly have no influence on the third party tutorials. That being said, the only aPi that changed is scene2d. What parts of the documentation should we focus on?

Concerning "problems in the implementation": would you care to elaborate in detail. It's hard to improve something just base on that little phrase.

So, please, stop the insanity! You still have to put in some effort to learn the library, but there is a wide range of ways for you to learn and get help.

Why not just take the comments about documentation as what they are ? Invaluable feedback about your work.

Feedback has to be more specific to be useful. There are *lots* of docs that are not outdated. This is my point.

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Please don't fall into the trap of pure knee kerk justification. Listing another 10 points of existing doc wouldn't help if users are telling something different.I am not a noob either, know what I have to invest and am able to judge things pretty objective. That's why I do recommend using LibGdx.There are problems in the implementation, things to improve, but calling given feedback as insane lowers the motivation of giving anymore tremendously...And yes, the UI stuff isn't the clearest.

The only thing I miss in scene2d is an editor for themes. Anything else if simple as apple pie imho. scene2d does exactly what it tell and offers even more. I mean you have a comple action system (you can extend this for an event system so you can script some events and lets them run your story scenes). I love this

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